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Xash3DArchive/engine/client/gl_rmain.c

1737 lines
40 KiB
C

/*
gl_rmain.c - renderer main loop
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "client.h"
#include "gl_local.h"
#include "mathlib.h"
#include "library.h"
#include "beamdef.h"
#include "particledef.h"
#include "entity_types.h"
#define IsLiquidContents( cnt ) ( cnt == CONTENTS_WATER || cnt == CONTENTS_SLIME || cnt == CONTENTS_LAVA )
msurface_t *r_debug_surface;
const char *r_debug_hitbox;
float gldepthmin, gldepthmax;
ref_params_t r_lastRefdef;
ref_instance_t RI, prevRI;
mleaf_t *r_viewleaf, *r_oldviewleaf;
mleaf_t *r_viewleaf2, *r_oldviewleaf2;
static int R_RankForRenderMode( cl_entity_t *ent )
{
switch( ent->curstate.rendermode )
{
case kRenderTransTexture:
return 1; // draw second
case kRenderTransAdd:
return 2; // draw third
case kRenderGlow:
return 3; // must be last!
}
return 0;
}
/*
===============
R_StaticEntity
Static entity is the brush which has no custom origin and not rotated
typically is a func_wall, func_breakable, func_ladder etc
===============
*/
static qboolean R_StaticEntity( cl_entity_t *ent )
{
if( !gl_allow_static->integer )
return false;
if( ent->curstate.rendermode != kRenderNormal )
return false;
if( ent->model->type != mod_brush )
return false;
if( ent->curstate.effects & ( EF_NOREFLECT|EF_REFLECTONLY ))
return false;
if( ent->curstate.frame || ent->model->flags & MODEL_CONVEYOR )
return false;
if( ent->curstate.scale ) // waveheight specified
return false;
if( !VectorIsNull( ent->origin ) || !VectorIsNull( ent->angles ))
return false;
return true;
}
/*
===============
R_FollowEntity
Follow entity is attached to another studiomodel and used last cached bones
from parent
===============
*/
static qboolean R_FollowEntity( cl_entity_t *ent )
{
if( ent->model->type != mod_studio )
return false;
if( ent->curstate.movetype != MOVETYPE_FOLLOW )
return false;
if( ent->curstate.aiment <= 0 )
return false;
return true;
}
/*
===============
R_OpaqueEntity
Opaque entity can be brush or studio model but sprite
===============
*/
static qboolean R_OpaqueEntity( cl_entity_t *ent )
{
if( ent->curstate.rendermode == kRenderNormal )
return true;
if( ent->model->type == mod_sprite )
return false;
if( ent->curstate.rendermode == kRenderTransAlpha )
return true;
return false;
}
/*
===============
R_SolidEntityCompare
Sorting opaque entities by model type
===============
*/
static int R_SolidEntityCompare( const cl_entity_t **a, const cl_entity_t **b )
{
cl_entity_t *ent1, *ent2;
ent1 = (cl_entity_t *)*a;
ent2 = (cl_entity_t *)*b;
if( ent1->model->type > ent2->model->type )
return 1;
if( ent1->model->type < ent2->model->type )
return -1;
return 0;
}
/*
===============
R_TransEntityCompare
Sorting translucent entities by rendermode then by distance
===============
*/
static int R_TransEntityCompare( const cl_entity_t **a, const cl_entity_t **b )
{
cl_entity_t *ent1, *ent2;
vec3_t vecLen, org;
float len1, len2;
ent1 = (cl_entity_t *)*a;
ent2 = (cl_entity_t *)*b;
// now sort by rendermode
if( R_RankForRenderMode( ent1 ) > R_RankForRenderMode( ent2 ))
return 1;
if( R_RankForRenderMode( ent1 ) < R_RankForRenderMode( ent2 ))
return -1;
// then by distance
if( ent1->model->type == mod_brush )
{
VectorAverage( ent1->model->mins, ent1->model->maxs, org );
VectorAdd( ent1->origin, org, org );
VectorSubtract( RI.vieworg, org, vecLen );
}
else VectorSubtract( RI.vieworg, ent1->origin, vecLen );
len1 = VectorLength( vecLen );
if( ent2->model->type == mod_brush )
{
VectorAverage( ent2->model->mins, ent2->model->maxs, org );
VectorAdd( ent2->origin, org, org );
VectorSubtract( RI.vieworg, org, vecLen );
}
else VectorSubtract( RI.vieworg, ent2->origin, vecLen );
len2 = VectorLength( vecLen );
if( len1 > len2 )
return -1;
if( len1 < len2 )
return 1;
return 0;
}
/*
===============
R_WorldToScreen
Convert a given point from world into screen space
===============
*/
qboolean R_WorldToScreen( const vec3_t point, vec3_t screen )
{
matrix4x4 worldToScreen;
qboolean behind;
float w;
if( !point || !screen )
return false;
Matrix4x4_Copy( worldToScreen, RI.worldviewProjectionMatrix );
screen[0] = worldToScreen[0][0] * point[0] + worldToScreen[0][1] * point[1] + worldToScreen[0][2] * point[2] + worldToScreen[0][3];
screen[1] = worldToScreen[1][0] * point[0] + worldToScreen[1][1] * point[1] + worldToScreen[1][2] * point[2] + worldToScreen[1][3];
w = worldToScreen[3][0] * point[0] + worldToScreen[3][1] * point[1] + worldToScreen[3][2] * point[2] + worldToScreen[3][3];
screen[2] = 0.0f; // just so we have something valid here
if( w < 0.001f )
{
behind = true;
screen[0] *= 100000;
screen[1] *= 100000;
}
else
{
float invw = 1.0f / w;
behind = false;
screen[0] *= invw;
screen[1] *= invw;
}
return behind;
}
/*
===============
R_ScreenToWorld
Convert a given point from screen into world space
===============
*/
void R_ScreenToWorld( const vec3_t screen, vec3_t point )
{
matrix4x4 screenToWorld;
float w;
if( !point || !screen )
return;
Matrix4x4_Invert_Full( screenToWorld, RI.worldviewProjectionMatrix );
point[0] = screen[0] * screenToWorld[0][0] + screen[1] * screenToWorld[0][1] + screen[2] * screenToWorld[0][2] + screenToWorld[0][3];
point[1] = screen[0] * screenToWorld[1][0] + screen[1] * screenToWorld[1][1] + screen[2] * screenToWorld[1][2] + screenToWorld[1][3];
point[2] = screen[0] * screenToWorld[2][0] + screen[1] * screenToWorld[2][1] + screen[2] * screenToWorld[2][2] + screenToWorld[2][3];
w = screen[0] * screenToWorld[3][0] + screen[1] * screenToWorld[3][1] + screen[2] * screenToWorld[3][2] + screenToWorld[3][3];
if( w != 0.0f ) VectorScale( point, ( 1.0f / w ), point );
}
/*
===============
R_ComputeFxBlend
===============
*/
int R_ComputeFxBlend( cl_entity_t *e )
{
int blend = 0, renderAmt;
float offset, dist;
vec3_t tmp;
offset = ((int)e->index ) * 363.0f; // Use ent index to de-sync these fx
renderAmt = e->curstate.renderamt;
switch( e->curstate.renderfx )
{
case kRenderFxPulseSlowWide:
blend = renderAmt + 0x40 * sin( RI.refdef.time * 2 + offset );
break;
case kRenderFxPulseFastWide:
blend = renderAmt + 0x40 * sin( RI.refdef.time * 8 + offset );
break;
case kRenderFxPulseSlow:
blend = renderAmt + 0x10 * sin( RI.refdef.time * 2 + offset );
break;
case kRenderFxPulseFast:
blend = renderAmt + 0x10 * sin( RI.refdef.time * 8 + offset );
break;
// JAY: HACK for now -- not time based
case kRenderFxFadeSlow:
if( renderAmt > 0 )
renderAmt -= 1;
else renderAmt = 0;
blend = renderAmt;
break;
case kRenderFxFadeFast:
if( renderAmt > 3 )
renderAmt -= 4;
else renderAmt = 0;
blend = renderAmt;
break;
case kRenderFxSolidSlow:
if( renderAmt < 255 )
renderAmt += 1;
else renderAmt = 255;
blend = renderAmt;
break;
case kRenderFxSolidFast:
if( renderAmt < 252 )
renderAmt += 4;
else renderAmt = 255;
blend = renderAmt;
break;
case kRenderFxStrobeSlow:
blend = 20 * sin( RI.refdef.time * 4 + offset );
if( blend < 0 ) blend = 0;
else blend = renderAmt;
break;
case kRenderFxStrobeFast:
blend = 20 * sin( RI.refdef.time * 16 + offset );
if( blend < 0 ) blend = 0;
else blend = renderAmt;
break;
case kRenderFxStrobeFaster:
blend = 20 * sin( RI.refdef.time * 36 + offset );
if( blend < 0 ) blend = 0;
else blend = renderAmt;
break;
case kRenderFxFlickerSlow:
blend = 20 * (sin( RI.refdef.time * 2 ) + sin( RI.refdef.time * 17 + offset ));
if( blend < 0 ) blend = 0;
else blend = renderAmt;
break;
case kRenderFxFlickerFast:
blend = 20 * (sin( RI.refdef.time * 16 ) + sin( RI.refdef.time * 23 + offset ));
if( blend < 0 ) blend = 0;
else blend = renderAmt;
break;
case kRenderFxHologram:
case kRenderFxDistort:
VectorCopy( e->origin, tmp );
VectorSubtract( tmp, RI.refdef.vieworg, tmp );
dist = DotProduct( tmp, RI.refdef.forward );
// Turn off distance fade
if( e->curstate.renderfx == kRenderFxDistort )
dist = 1;
if( dist <= 0 )
{
blend = 0;
}
else
{
renderAmt = 180;
if( dist <= 100 ) blend = renderAmt;
else blend = (int) ((1.0f - ( dist - 100 ) * ( 1.0f / 400.0f )) * renderAmt );
blend += Com_RandomLong( -32, 31 );
}
break;
case kRenderFxGlowShell: // safe current renderamt because it's shell scale!
case kRenderFxDeadPlayer: // safe current renderamt because it's player index!
blend = renderAmt;
break;
case kRenderFxNone:
case kRenderFxClampMinScale:
default:
if( e->curstate.rendermode == kRenderNormal )
blend = 255;
else blend = renderAmt;
break;
}
if( e->model->type != mod_brush )
{
// NOTE: never pass sprites with rendercolor '0 0 0' it's a stupid Valve Hammer Editor bug
if( !e->curstate.rendercolor.r && !e->curstate.rendercolor.g && !e->curstate.rendercolor.b )
e->curstate.rendercolor.r = e->curstate.rendercolor.g = e->curstate.rendercolor.b = 255;
}
// apply scale to studiomodels and sprites only
if( e->model && e->model->type != mod_brush && !e->curstate.scale )
e->curstate.scale = 1.0f;
blend = bound( 0, blend, 255 );
return blend;
}
/*
===============
R_ClearScene
===============
*/
void R_ClearScene( void )
{
tr.num_solid_entities = tr.num_trans_entities = 0;
tr.num_static_entities = tr.num_mirror_entities = 0;
tr.num_child_entities = 0;
}
/*
===============
R_AddEntity
===============
*/
qboolean R_AddEntity( struct cl_entity_s *clent, int entityType )
{
if( !r_drawentities->integer )
return false; // not allow to drawing
if( !clent || !clent->model )
return false; // if set to invisible, skip
if( clent->curstate.effects & EF_NODRAW )
return false; // done
clent->curstate.renderamt = R_ComputeFxBlend( clent );
if( clent->curstate.rendermode != kRenderNormal && clent->curstate.renderamt <= 0.0f )
return true; // invisible
clent->curstate.entityType = entityType;
if( entityType == ET_FRAGMENTED )
r_stats.c_client_ents++;
if( R_FollowEntity( clent ))
{
// follow entity
if( tr.num_child_entities >= MAX_VISIBLE_PACKET )
return false;
tr.child_entities[tr.num_child_entities] = clent;
tr.num_child_entities++;
return true;
}
if( R_OpaqueEntity( clent ))
{
if( R_StaticEntity( clent ))
{
// opaque static
if( tr.num_static_entities >= MAX_VISIBLE_PACKET )
return false;
tr.static_entities[tr.num_static_entities] = clent;
tr.num_static_entities++;
}
else
{
// opaque moving
if( tr.num_solid_entities >= MAX_VISIBLE_PACKET )
return false;
tr.solid_entities[tr.num_solid_entities] = clent;
tr.num_solid_entities++;
}
}
else
{
// translucent
if( tr.num_trans_entities >= MAX_VISIBLE_PACKET )
return false;
tr.trans_entities[tr.num_trans_entities] = clent;
tr.num_trans_entities++;
}
return true;
}
/*
=============
R_Clear
=============
*/
static void R_Clear( int bitMask )
{
int bits;
if( gl_overview->integer )
pglClearColor( 0.0f, 1.0f, 0.0f, 1.0f ); // green background (Valve rules)
else pglClearColor( 0.5f, 0.5f, 0.5f, 1.0f );
bits = GL_DEPTH_BUFFER_BIT;
if( RI.drawWorld && r_fastsky->integer )
bits |= GL_COLOR_BUFFER_BIT;
if( glState.stencilEnabled )
bits |= GL_STENCIL_BUFFER_BIT;
bits &= bitMask;
pglClear( bits );
// change ordering for overview
if( RI.drawOrtho )
{
gldepthmin = 1.0f;
gldepthmax = 0.0f;
}
else
{
gldepthmin = 0.0f;
gldepthmax = 1.0f;
}
pglDepthFunc( GL_LEQUAL );
pglDepthRange( gldepthmin, gldepthmax );
}
//=============================================================================
/*
===============
R_GetFarClip
===============
*/
static float R_GetFarClip( void )
{
if( cl.worldmodel && RI.drawWorld )
return cl.refdef.movevars->zmax * 1.5f;
return 2048.0f;
}
/*
===============
R_SetupFrustumOrtho
===============
*/
static void R_SetupFrustumOrtho( void )
{
ref_overview_t *ov = &clgame.overView;
float orgOffset;
int i;
// 0 - left
// 1 - right
// 2 - down
// 3 - up
// 4 - farclip
// 5 - nearclip
// setup the near and far planes.
orgOffset = DotProduct( RI.cullorigin, RI.cull_vforward );
VectorNegate( RI.cull_vforward, RI.frustum[4].normal );
RI.frustum[4].dist = -ov->zFar - orgOffset;
VectorCopy( RI.cull_vforward, RI.frustum[5].normal );
RI.frustum[5].dist = ov->zNear + orgOffset;
// left and right planes...
orgOffset = DotProduct( RI.cullorigin, RI.cull_vright );
VectorCopy( RI.cull_vright, RI.frustum[0].normal );
RI.frustum[0].dist = ov->xLeft + orgOffset;
VectorNegate( RI.cull_vright, RI.frustum[1].normal );
RI.frustum[1].dist = -ov->xRight - orgOffset;
// top and buttom planes...
orgOffset = DotProduct( RI.cullorigin, RI.cull_vup );
VectorCopy( RI.cull_vup, RI.frustum[3].normal );
RI.frustum[3].dist = ov->xTop + orgOffset;
VectorNegate( RI.cull_vup, RI.frustum[2].normal );
RI.frustum[2].dist = -ov->xBottom - orgOffset;
for( i = 0; i < 6; i++ )
{
RI.frustum[i].type = PLANE_NONAXIAL;
RI.frustum[i].signbits = SignbitsForPlane( RI.frustum[i].normal );
}
}
/*
===============
R_SetupFrustum
===============
*/
void R_SetupFrustum( void )
{
vec3_t farPoint;
int i;
// 0 - left
// 1 - right
// 2 - down
// 3 - up
// 4 - farclip
// 5 - nearclip
if( RI.drawOrtho )
{
R_SetupFrustumOrtho();
return;
}
// rotate RI.vforward right by FOV_X/2 degrees
RotatePointAroundVector( RI.frustum[0].normal, RI.cull_vup, RI.cull_vforward, -( 90 - RI.refdef.fov_x / 2 ));
// rotate RI.vforward left by FOV_X/2 degrees
RotatePointAroundVector( RI.frustum[1].normal, RI.cull_vup, RI.cull_vforward, 90 - RI.refdef.fov_x / 2 );
// rotate RI.vforward up by FOV_X/2 degrees
RotatePointAroundVector( RI.frustum[2].normal, RI.cull_vright, RI.cull_vforward, 90 - RI.refdef.fov_y / 2 );
// rotate RI.vforward down by FOV_X/2 degrees
RotatePointAroundVector( RI.frustum[3].normal, RI.cull_vright, RI.cull_vforward, -( 90 - RI.refdef.fov_y / 2 ));
// negate forward vector
VectorNegate( RI.cull_vforward, RI.frustum[4].normal );
for( i = 0; i < 4; i++ )
{
RI.frustum[i].type = PLANE_NONAXIAL;
RI.frustum[i].dist = DotProduct( RI.cullorigin, RI.frustum[i].normal );
RI.frustum[i].signbits = SignbitsForPlane( RI.frustum[i].normal );
}
VectorMA( RI.cullorigin, R_GetFarClip(), RI.cull_vforward, farPoint );
RI.frustum[i].type = PLANE_NONAXIAL;
RI.frustum[i].dist = DotProduct( farPoint, RI.frustum[i].normal );
RI.frustum[i].signbits = SignbitsForPlane( RI.frustum[i].normal );
}
/*
=============
R_SetupProjectionMatrix
=============
*/
static void R_SetupProjectionMatrix( const ref_params_t *fd, matrix4x4 m )
{
GLdouble xMin, xMax, yMin, yMax, zNear, zFar;
if( RI.drawOrtho )
{
ref_overview_t *ov = &clgame.overView;
Matrix4x4_CreateOrtho( m, ov->xLeft, ov->xRight, ov->xTop, ov->xBottom, ov->zNear, ov->zFar );
RI.clipFlags = 0;
return;
}
RI.farClip = R_GetFarClip();
zNear = 4.0f;
zFar = max( 256.0f, RI.farClip );
yMax = zNear * tan( fd->fov_y * M_PI / 360.0 );
yMin = -yMax;
xMax = zNear * tan( fd->fov_x * M_PI / 360.0 );
xMin = -xMax;
Matrix4x4_CreateProjection( m, xMax, xMin, yMax, yMin, zNear, zFar );
}
/*
=============
R_SetupModelviewMatrix
=============
*/
static void R_SetupModelviewMatrix( const ref_params_t *fd, matrix4x4 m )
{
#if 0
Matrix4x4_LoadIdentity( m );
Matrix4x4_ConcatRotate( m, -90, 1, 0, 0 );
Matrix4x4_ConcatRotate( m, 90, 0, 0, 1 );
#else
Matrix4x4_CreateModelview( m );
#endif
Matrix4x4_ConcatRotate( m, -fd->viewangles[2], 1, 0, 0 );
Matrix4x4_ConcatRotate( m, -fd->viewangles[0], 0, 1, 0 );
Matrix4x4_ConcatRotate( m, -fd->viewangles[1], 0, 0, 1 );
Matrix4x4_ConcatTranslate( m, -fd->vieworg[0], -fd->vieworg[1], -fd->vieworg[2] );
}
/*
=============
R_LoadIdentity
=============
*/
void R_LoadIdentity( void )
{
if( tr.modelviewIdentity ) return;
Matrix4x4_LoadIdentity( RI.objectMatrix );
Matrix4x4_Copy( RI.modelviewMatrix, RI.worldviewMatrix );
pglMatrixMode( GL_MODELVIEW );
GL_LoadMatrix( RI.modelviewMatrix );
tr.modelviewIdentity = true;
}
/*
=============
R_RotateForEntity
=============
*/
void R_RotateForEntity( cl_entity_t *e )
{
float scale = 1.0f;
if( e == clgame.entities || R_StaticEntity( e ))
{
R_LoadIdentity();
return;
}
if( e->model->type != mod_brush && e->curstate.scale > 0.0f )
scale = e->curstate.scale;
Matrix4x4_CreateFromEntity( RI.objectMatrix, e->angles, e->origin, scale );
Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, RI.objectMatrix );
pglMatrixMode( GL_MODELVIEW );
GL_LoadMatrix( RI.modelviewMatrix );
tr.modelviewIdentity = false;
}
/*
=============
R_TranslateForEntity
=============
*/
void R_TranslateForEntity( cl_entity_t *e )
{
float scale = 1.0f;
if( e == clgame.entities || R_StaticEntity( e ))
{
R_LoadIdentity();
return;
}
if( e->model->type != mod_brush && e->curstate.scale > 0.0f )
scale = e->curstate.scale;
Matrix4x4_CreateFromEntity( RI.objectMatrix, vec3_origin, e->origin, scale );
Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, RI.objectMatrix );
pglMatrixMode( GL_MODELVIEW );
GL_LoadMatrix( RI.modelviewMatrix );
tr.modelviewIdentity = false;
}
/*
===============
R_FindViewLeaf
===============
*/
void R_FindViewLeaf( void )
{
float height;
mleaf_t *leaf;
vec3_t tmp;
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
leaf = Mod_PointInLeaf( RI.pvsorigin, cl.worldmodel->nodes );
r_viewleaf2 = r_viewleaf = leaf;
height = RI.waveHeight ? RI.waveHeight : 16;
// check above and below so crossing solid water doesn't draw wrong
if( leaf->contents == CONTENTS_EMPTY )
{
// look down a bit
VectorCopy( RI.pvsorigin, tmp );
tmp[2] -= height;
leaf = Mod_PointInLeaf( tmp, cl.worldmodel->nodes );
if(( leaf->contents != CONTENTS_SOLID ) && ( leaf != r_viewleaf2 ))
r_viewleaf2 = leaf;
}
else
{
// look up a bit
VectorCopy( RI.pvsorigin, tmp );
tmp[2] += height;
leaf = Mod_PointInLeaf( tmp, cl.worldmodel->nodes );
if(( leaf->contents != CONTENTS_SOLID ) && ( leaf != r_viewleaf2 ))
r_viewleaf2 = leaf;
}
}
/*
===============
R_SetupFrame
===============
*/
static void R_SetupFrame( void )
{
vec3_t viewOrg, viewAng;
if( RP_NORMALPASS() && cl.thirdperson )
{
vec3_t cam_ofs, vpn;
clgame.dllFuncs.CL_CameraOffset( cam_ofs );
viewAng[PITCH] = cam_ofs[PITCH];
viewAng[YAW] = cam_ofs[YAW];
viewAng[ROLL] = 0;
AngleVectors( viewAng, vpn, NULL, NULL );
VectorMA( RI.refdef.vieworg, -cam_ofs[ROLL], vpn, viewOrg );
}
else
{
VectorCopy( RI.refdef.vieworg, viewOrg );
VectorCopy( RI.refdef.viewangles, viewAng );
}
// build the transformation matrix for the given view angles
VectorCopy( viewOrg, RI.vieworg );
AngleVectors( viewAng, RI.vforward, RI.vright, RI.vup );
// setup viewplane dist
RI.viewplanedist = DotProduct( RI.vieworg, RI.vforward );
VectorCopy( RI.vieworg, RI.pvsorigin );
if( !r_lockcull->integer )
{
VectorCopy( RI.vieworg, RI.cullorigin );
VectorCopy( RI.vforward, RI.cull_vforward );
VectorCopy( RI.vright, RI.cull_vright );
VectorCopy( RI.vup, RI.cull_vup );
}
R_AnimateLight();
R_RunViewmodelEvents();
// sort opaque entities by model type to avoid drawing model shadows under alpha-surfaces
qsort( tr.solid_entities, tr.num_solid_entities, sizeof( cl_entity_t* ), R_SolidEntityCompare );
if( !gl_nosort->integer )
{
// sort translucents entities by rendermode and distance
qsort( tr.trans_entities, tr.num_trans_entities, sizeof( cl_entity_t* ), R_TransEntityCompare );
}
// current viewleaf
if( RI.drawWorld )
{
RI.waveHeight = cl.refdef.movevars->waveHeight * 2.0f; // set global waveheight
RI.isSkyVisible = false; // unknown at this moment
if(!( RI.params & RP_OLDVIEWLEAF ))
R_FindViewLeaf();
}
}
/*
=============
R_SetupGL
=============
*/
static void R_SetupGL( void )
{
if( RI.refdef.waterlevel >= 3 )
{
float f;
f = sin( cl.time * 0.4f * ( M_PI * 2.7f ));
RI.refdef.fov_x += f;
RI.refdef.fov_y -= f;
}
R_SetupModelviewMatrix( &RI.refdef, RI.worldviewMatrix );
R_SetupProjectionMatrix( &RI.refdef, RI.projectionMatrix );
// if( RI.params & RP_MIRRORVIEW ) RI.projectionMatrix[0][0] = -RI.projectionMatrix[0][0];
Matrix4x4_Concat( RI.worldviewProjectionMatrix, RI.projectionMatrix, RI.worldviewMatrix );
if( RP_NORMALPASS( ))
{
int x, x2, y, y2;
// set up viewport (main, playersetup)
x = floor( RI.viewport[0] * glState.width / glState.width );
x2 = ceil(( RI.viewport[0] + RI.viewport[2] ) * glState.width / glState.width );
y = floor( glState.height - RI.viewport[1] * glState.height / glState.height );
y2 = ceil( glState.height - ( RI.viewport[1] + RI.viewport[3] ) * glState.height / glState.height );
pglViewport( x, y2, x2 - x, y - y2 );
}
else
{
// envpass, mirrorpass
pglViewport( RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3] );
}
pglMatrixMode( GL_PROJECTION );
GL_LoadMatrix( RI.projectionMatrix );
pglMatrixMode( GL_MODELVIEW );
GL_LoadMatrix( RI.worldviewMatrix );
if( RI.params & RP_CLIPPLANE )
{
GLdouble clip[4];
mplane_t *p = &RI.clipPlane;
clip[0] = p->normal[0];
clip[1] = p->normal[1];
clip[2] = p->normal[2];
clip[3] = -p->dist;
pglClipPlane( GL_CLIP_PLANE0, clip );
pglEnable( GL_CLIP_PLANE0 );
}
if( RI.params & RP_FLIPFRONTFACE )
GL_FrontFace( !glState.frontFace );
GL_Cull( GL_FRONT );
pglDisable( GL_BLEND );
pglDisable( GL_ALPHA_TEST );
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
}
/*
=============
R_EndGL
=============
*/
static void R_EndGL( void )
{
if( RI.params & RP_FLIPFRONTFACE )
GL_FrontFace( !glState.frontFace );
if( RI.params & RP_CLIPPLANE )
pglDisable( GL_CLIP_PLANE0 );
}
/*
=============
R_RecursiveFindWaterTexture
using to find source waterleaf with
watertexture to grab fog values from it
=============
*/
static gltexture_t *R_RecursiveFindWaterTexture( const mnode_t *node, const mnode_t *ignore, qboolean down )
{
gltexture_t *tex = NULL;
// assure the initial node is not null
// we could check it here, but we would rather check it
// outside the call to get rid of one additional recursion level
ASSERT( node != NULL );
// ignore solid nodes
if( node->contents == CONTENTS_SOLID )
return NULL;
if( node->contents < 0 )
{
mleaf_t *pleaf;
msurface_t **mark;
int i, c;
// ignore non-liquid leaves
if( node->contents != CONTENTS_WATER && node->contents != CONTENTS_LAVA && node->contents != CONTENTS_SLIME )
return NULL;
// find texture
pleaf = (mleaf_t *)node;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
for( i = 0; i < c; i++, mark++ )
{
if( (*mark)->flags & SURF_DRAWTURB && (*mark)->texinfo && (*mark)->texinfo->texture )
return R_GetTexture( (*mark)->texinfo->texture->gl_texturenum );
}
// texture not found
return NULL;
}
// this is a regular node
// traverse children
if( node->children[0] && ( node->children[0] != ignore ))
{
tex = R_RecursiveFindWaterTexture( node->children[0], node, true );
if( tex ) return tex;
}
if( node->children[1] && ( node->children[1] != ignore ))
{
tex = R_RecursiveFindWaterTexture( node->children[1], node, true );
if( tex ) return tex;
}
// for down recursion, return immediately
if( down ) return NULL;
// texture not found, step up if any
if( node->parent )
return R_RecursiveFindWaterTexture( node->parent, node, false );
// top-level node, bail out
return NULL;
}
/*
=============
R_CheckFog
check for underwater fog
Using backward recursion to find waterline leaf
from underwater leaf (idea: XaeroX)
=============
*/
static void R_CheckFog( void )
{
cl_entity_t *ent;
gltexture_t *tex;
int i, cnt, count;
RI.fogEnabled = false;
if( RI.refdef.waterlevel < 2 || !RI.drawWorld || !r_viewleaf )
return;
ent = CL_GetWaterEntity( RI.vieworg );
if( ent && ent->model && ent->model->type == mod_brush && ent->curstate.skin < 0 )
cnt = ent->curstate.skin;
else cnt = r_viewleaf->contents;
if( IsLiquidContents( RI.cached_contents ) && !IsLiquidContents( cnt ))
{
RI.cached_contents = CONTENTS_EMPTY;
return;
}
if( RI.refdef.waterlevel < 3 ) return;
if( !IsLiquidContents( RI.cached_contents ) && IsLiquidContents( cnt ))
{
tex = NULL;
// check for water texture
if( ent && ent->model && ent->model->type == mod_brush )
{
msurface_t *surf;
count = ent->model->nummodelsurfaces;
for( i = 0, surf = &ent->model->surfaces[ent->model->firstmodelsurface]; i < count; i++, surf++ )
{
if( surf->flags & SURF_DRAWTURB && surf->texinfo && surf->texinfo->texture )
{
tex = R_GetTexture( surf->texinfo->texture->gl_texturenum );
RI.cached_contents = ent->curstate.skin;
break;
}
}
}
else
{
tex = R_RecursiveFindWaterTexture( r_viewleaf->parent, NULL, false );
if( tex ) RI.cached_contents = r_viewleaf->contents;
}
if( !tex ) return; // no valid fogs
// copy fog params
RI.fogColor[0] = tex->fogParams[0] / 255.0f;
RI.fogColor[1] = tex->fogParams[1] / 255.0f;
RI.fogColor[2] = tex->fogParams[2] / 255.0f;
RI.fogDensity = tex->fogParams[3] * 0.000025f;
RI.fogStart = RI.fogEnd = 0.0f;
RI.fogCustom = false;
RI.fogEnabled = true;
}
else
{
RI.fogCustom = false;
RI.fogEnabled = true;
}
}
/*
=============
R_DrawFog
=============
*/
void R_DrawFog( void )
{
if( !RI.fogEnabled || RI.refdef.onlyClientDraw )
return;
pglEnable( GL_FOG );
pglFogi( GL_FOG_MODE, GL_EXP );
pglFogf( GL_FOG_DENSITY, RI.fogDensity );
pglFogfv( GL_FOG_COLOR, RI.fogColor );
pglHint( GL_FOG_HINT, GL_NICEST );
}
/*
=============
R_DrawEntitiesOnList
=============
*/
void R_DrawEntitiesOnList( void )
{
int i;
glState.drawTrans = false;
// draw the solid submodels fog
R_DrawFog ();
// first draw solid entities
for( i = 0; i < tr.num_solid_entities; i++ )
{
if( RI.refdef.onlyClientDraw )
break;
RI.currententity = tr.solid_entities[i];
RI.currentmodel = RI.currententity->model;
ASSERT( RI.currententity != NULL );
ASSERT( RI.currententity->model != NULL );
switch( RI.currentmodel->type )
{
case mod_brush:
R_DrawBrushModel( RI.currententity );
break;
case mod_studio:
R_DrawStudioModel( RI.currententity );
break;
case mod_sprite:
R_DrawSpriteModel( RI.currententity );
break;
default:
break;
}
}
if( !RI.refdef.onlyClientDraw )
{
CL_DrawBeams( false );
}
if( RI.drawWorld )
clgame.dllFuncs.pfnDrawNormalTriangles();
// NOTE: some mods with custom renderer may generate glErrors
// so we clear it here
while( pglGetError() != GL_NO_ERROR );
// don't fogging translucent surfaces
if( !RI.fogCustom )
pglDisable( GL_FOG );
pglDepthMask( GL_FALSE );
glState.drawTrans = true;
// then draw translucent entities
for( i = 0; i < tr.num_trans_entities; i++ )
{
if( RI.refdef.onlyClientDraw )
break;
RI.currententity = tr.trans_entities[i];
RI.currentmodel = RI.currententity->model;
ASSERT( RI.currententity != NULL );
ASSERT( RI.currententity->model != NULL );
switch( RI.currentmodel->type )
{
case mod_brush:
R_DrawBrushModel( RI.currententity );
break;
case mod_studio:
R_DrawStudioModel( RI.currententity );
break;
case mod_sprite:
R_DrawSpriteModel( RI.currententity );
break;
default:
break;
}
}
if( RI.drawWorld )
clgame.dllFuncs.pfnDrawTransparentTriangles ();
if( !RI.refdef.onlyClientDraw )
{
CL_DrawBeams( true );
CL_DrawParticles();
}
// NOTE: some mods with custom renderer may generate glErrors
// so we clear it here
while( pglGetError() != GL_NO_ERROR );
glState.drawTrans = false;
pglDepthMask( GL_TRUE );
pglDisable( GL_BLEND ); // Trinity Render issues
R_DrawViewModel();
CL_ExtraUpdate();
}
/*
================
R_RenderScene
RI.refdef must be set before the first call
================
*/
void R_RenderScene( const ref_params_t *fd )
{
RI.refdef = *fd;
if( !cl.worldmodel && RI.drawWorld )
Host_Error( "R_RenderView: NULL worldmodel\n" );
R_PushDlights();
R_SetupFrame();
R_SetupFrustum();
R_SetupGL();
R_Clear( ~0 );
R_MarkLeaves();
R_CheckFog();
R_DrawWorld();
CL_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList();
R_DrawWaterSurfaces();
R_EndGL();
}
/*
===============
R_BeginFrame
===============
*/
void R_BeginFrame( qboolean clearScene )
{
if(( gl_clear->integer || gl_overview->integer ) && clearScene && cls.state != ca_cinematic )
{
pglClear( GL_COLOR_BUFFER_BIT );
}
// update gamma
if( vid_gamma->modified )
{
if( glConfig.deviceSupportsGamma )
{
SCR_RebuildGammaTable();
GL_UpdateGammaRamp();
vid_gamma->modified = false;
}
else
{
BuildGammaTable( vid_gamma->value, vid_texgamma->value );
GL_RebuildLightmaps();
}
}
R_Set2DMode( true );
// draw buffer stuff
pglDrawBuffer( GL_BACK );
// texturemode stuff
// update texture parameters
if( gl_texturemode->modified || gl_texture_anisotropy->modified || gl_texture_lodbias ->modified )
R_SetTextureParameters();
// swapinterval stuff
GL_UpdateSwapInterval();
CL_ExtraUpdate ();
}
/*
===============
R_RenderFrame
===============
*/
void R_RenderFrame( const ref_params_t *fd, qboolean drawWorld )
{
if( r_norefresh->integer )
return;
tr.realframecount++;
if( RI.drawOrtho != gl_overview->integer )
tr.fResetVis = true;
// completely override rendering
if( clgame.drawFuncs.GL_RenderFrame != NULL )
{
if( clgame.drawFuncs.GL_RenderFrame( fd, drawWorld ))
{
RI.drawWorld = drawWorld;
tr.fResetVis = true;
return;
}
}
if( drawWorld ) r_lastRefdef = *fd;
RI.params = RP_NONE;
RI.farClip = 0;
RI.clipFlags = 15;
RI.drawWorld = drawWorld;
RI.thirdPerson = cl.thirdperson;
RI.drawOrtho = (RI.drawWorld) ? gl_overview->integer : 0;
GL_BackendStartFrame();
if( !r_lockcull->integer )
VectorCopy( fd->vieworg, RI.cullorigin );
VectorCopy( fd->vieworg, RI.pvsorigin );
// setup viewport
RI.viewport[0] = fd->viewport[0];
RI.viewport[1] = fd->viewport[1];
RI.viewport[2] = fd->viewport[2];
RI.viewport[3] = fd->viewport[3];
if( gl_finish->integer && drawWorld )
pglFinish();
if( gl_allow_mirrors->integer )
{
// render mirrors
R_FindMirrors( fd );
R_DrawMirrors ();
}
R_RenderScene( fd );
GL_BackendEndFrame();
}
/*
===============
R_EndFrame
===============
*/
void R_EndFrame( void )
{
// flush any remaining 2D bits
R_Set2DMode( false );
if( !pwglSwapBuffers( glw_state.hDC ))
Sys_Error( "wglSwapBuffers() failed!\n" );
}
/*
===============
R_DrawCubemapView
===============
*/
void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size )
{
ref_params_t *fd;
if( clgame.drawFuncs.R_DrawCubemapView != NULL )
{
if( clgame.drawFuncs.R_DrawCubemapView( origin, angles, size ))
return;
}
fd = &RI.refdef;
*fd = r_lastRefdef;
fd->time = 0;
fd->viewport[0] = 0;
fd->viewport[1] = 0;
fd->viewport[2] = size;
fd->viewport[3] = size;
fd->fov_x = 90;
fd->fov_y = 90;
VectorCopy( origin, fd->vieworg );
VectorCopy( angles, fd->viewangles );
VectorCopy( fd->vieworg, RI.pvsorigin );
// setup viewport
RI.viewport[0] = fd->viewport[0];
RI.viewport[1] = fd->viewport[1];
RI.viewport[2] = fd->viewport[2];
RI.viewport[3] = fd->viewport[3];
R_RenderScene( fd );
r_oldviewleaf = r_viewleaf = NULL; // force markleafs next frame
}
static int GL_RenderGetParm( int parm, int arg )
{
gltexture_t *glt;
switch( parm )
{
case PARM_TEX_WIDTH:
glt = R_GetTexture( arg );
return glt->width;
case PARM_TEX_HEIGHT:
glt = R_GetTexture( arg );
return glt->height;
case PARM_TEX_SRC_WIDTH:
glt = R_GetTexture( arg );
return glt->srcWidth;
case PARM_TEX_SRC_HEIGHT:
glt = R_GetTexture( arg );
return glt->srcHeight;
case PARM_TEX_SKYBOX:
ASSERT( arg >= 0 && arg < 6 );
return tr.skyboxTextures[arg];
case PARM_TEX_SKYTEXNUM:
return tr.skytexturenum;
case PARM_TEX_LIGHTMAP:
ASSERT( arg >= 0 && arg < MAX_LIGHTMAPS );
return tr.lightmapTextures[arg];
case PARM_SKY_SPHERE:
return world.sky_sphere;
case PARM_WORLD_VERSION:
if( cls.state != ca_active )
return bmodel_version;
return world.version;
case PARM_WIDESCREEN:
return glState.wideScreen;
case PARM_FULLSCREEN:
return glState.fullScreen;
case PARM_SCREEN_WIDTH:
return glState.width;
case PARM_SCREEN_HEIGHT:
return glState.height;
case PARM_MAP_HAS_MIRRORS:
return world.has_mirrors;
case PARM_CLIENT_INGAME:
return CL_IsInGame();
case PARM_MAX_ENTITIES:
return clgame.maxEntities;
case PARM_TEX_TARGET:
glt = R_GetTexture( arg );
return glt->target;
case PARM_TEX_TEXNUM:
glt = R_GetTexture( arg );
return glt->texnum;
case PARM_TEX_FLAGS:
glt = R_GetTexture( arg );
return glt->flags;
case PARM_FEATURES:
return host.features;
case PARM_ACTIVE_TMU:
return glState.activeTMU;
case PARM_TEX_CACHEFRAME:
glt = R_GetTexture( arg );
return glt->cacheframe;
case PARM_MAP_HAS_DELUXE:
return (world.deluxedata != NULL);
case PARM_TEX_TYPE:
glt = R_GetTexture( arg );
return glt->texType;
case PARM_CACHEFRAME:
return world.load_sequence;
case PARM_MAX_IMAGE_UNITS:
return GL_MaxTextureUnits();
case PARM_CLIENT_ACTIVE:
return (cls.state == ca_active);
}
return 0;
}
static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale )
{
gltexture_t *glt = R_GetTexture( texture );
if( xScale ) *xScale = glt->xscale;
if( yScale ) *yScale = glt->yscale;
}
static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density )
{
gltexture_t *glt = R_GetTexture( texture );
if( red ) *red = glt->fogParams[0];
if( green ) *green = glt->fogParams[1];
if( blue ) *blue = glt->fogParams[2];
if( density ) *density = glt->fogParams[3];
}
static void GL_TextureUpdateCache( unsigned int texture )
{
gltexture_t *glt = R_GetTexture( texture );
if( !glt || !glt->texnum ) return;
glt->cacheframe = world.load_sequence;
}
/*
=================
R_EnvShot
=================
*/
static void R_EnvShot( const float *vieworg, const char *name, int skyshot, int shotsize )
{
static vec3_t viewPoint;
if( !name )
{
MsgDev( D_ERROR, "R_%sShot: bad name\n", skyshot ? "Sky" : "Env" );
return;
}
if( cls.scrshot_action != scrshot_inactive )
{
if( cls.scrshot_action != scrshot_skyshot && cls.scrshot_action != scrshot_envshot )
MsgDev( D_ERROR, "R_%sShot: subsystem is busy, try later.\n", skyshot ? "Sky" : "Env" );
return;
}
cls.envshot_vieworg = NULL; // use client view
Q_strncpy( cls.shotname, name, sizeof( cls.shotname ));
if( vieworg )
{
// make sure what viewpoint don't temporare
VectorCopy( vieworg, viewPoint );
cls.envshot_vieworg = viewPoint;
cls.envshot_disable_vis = true;
}
// make request for envshot
if( skyshot ) cls.scrshot_action = scrshot_skyshot;
else cls.scrshot_action = scrshot_envshot;
// catch negative values
cls.envshot_viewsize = max( 0, shotsize );
}
static void R_SetCurrentEntity( cl_entity_t *ent )
{
RI.currententity = ent;
// set model also
if( RI.currententity != NULL )
{
RI.currentmodel = RI.currententity->model;
}
}
static void R_SetCurrentModel( model_t *mod )
{
RI.currentmodel = mod;
}
static lightstyle_t *CL_GetLightStyle( int number )
{
ASSERT( number >= 0 && number < MAX_LIGHTSTYLES );
return &cl.lightstyles[number];
}
static dlight_t *CL_GetDynamicLight( int number )
{
ASSERT( number >= 0 && number < MAX_DLIGHTS );
return &cl_dlights[number];
}
static dlight_t *CL_GetEntityLight( int number )
{
ASSERT( number >= 0 && number < MAX_ELIGHTS );
return &cl_elights[number];
}
static void CL_GetBeamChains( BEAM ***active_beams, BEAM ***free_beams, particle_t ***free_trails )
{
*active_beams = &cl_active_beams;
*free_beams = &cl_free_beams;
*free_trails = &cl_free_trails;
}
static void GL_SetWorldviewProjectionMatrix( const float *glmatrix )
{
if( !glmatrix ) return;
Matrix4x4_FromArrayFloatGL( RI.worldviewProjectionMatrix, glmatrix );
}
static const char *GL_TextureName( unsigned int texnum )
{
return R_GetTexture( texnum )->name;
}
const byte *GL_TextureData( unsigned int texnum )
{
rgbdata_t *pic = R_GetTexture( texnum )->original;
if( pic != NULL )
return pic->buffer;
return NULL;
}
static int GL_LoadTextureNoFilter( const char *name, const byte *buf, size_t size, int flags )
{
return GL_LoadTexture( name, buf, size, flags, NULL );
}
static const ref_overview_t *GL_GetOverviewParms( void )
{
return &clgame.overView;
}
static void *R_Mem_Alloc( size_t cb, const char *filename, const int fileline )
{
return _Mem_Alloc( cls.mempool, cb, filename, fileline );
}
static void R_Mem_Free( void *mem, const char *filename, const int fileline )
{
_Mem_Free( mem, filename, fileline );
}
/*
=========
pfnGetFilesList
=========
*/
static char **pfnGetFilesList( const char *pattern, int *numFiles, int gamedironly )
{
static search_t *t = NULL;
if( t ) Mem_Free( t ); // release prev search
t = FS_Search( pattern, true, gamedironly );
if( !t )
{
if( numFiles ) *numFiles = 0;
return NULL;
}
if( numFiles ) *numFiles = t->numfilenames;
return t->filenames;
}
static render_api_t gRenderAPI =
{
GL_RenderGetParm,
R_GetDetailScaleForTexture,
R_GetExtraParmsForTexture,
CL_GetLightStyle,
CL_GetDynamicLight,
CL_GetEntityLight,
TextureToTexGamma,
CL_GetBeamChains,
R_SetCurrentEntity,
R_SetCurrentModel,
GL_SetWorldviewProjectionMatrix,
R_StoreEfrags,
GL_FindTexture,
GL_TextureName,
GL_TextureData,
GL_LoadTextureNoFilter,
GL_CreateTexture,
GL_SetTextureType,
GL_TextureUpdateCache,
GL_FreeTexture,
DrawSingleDecal,
R_DecalSetupVerts,
R_EntityRemoveDecals,
AVI_LoadVideoNoSound,
AVI_GetVideoInfo,
AVI_GetVideoFrameNumber,
AVI_GetVideoFrame,
R_UploadStretchRaw,
AVI_FreeVideo,
AVI_IsActive,
GL_Bind,
GL_SelectTexture,
GL_LoadTexMatrixExt,
GL_LoadIdentityTexMatrix,
GL_CleanUpTextureUnits,
GL_TexGen,
GL_TextureTarget,
GL_SetTexCoordArrayMode,
NULL,
NULL,
NULL,
NULL,
CL_DrawParticlesExternal,
R_EnvShot,
COM_CompareFileTime,
Host_Error,
pfnSPR_LoadExt,
Mod_TesselatePolygon,
R_StudioGetTexture,
GL_GetOverviewParms,
S_FadeMusicVolume,
COM_SetRandomSeed,
R_Mem_Alloc,
R_Mem_Free,
pfnGetFilesList,
};
/*
===============
R_InitRenderAPI
Initialize client external rendering
===============
*/
qboolean R_InitRenderAPI( void )
{
// make sure what render functions is cleared
Q_memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs ));
if( clgame.dllFuncs.pfnGetRenderInterface )
{
if( clgame.dllFuncs.pfnGetRenderInterface( CL_RENDER_INTERFACE_VERSION, &gRenderAPI, &clgame.drawFuncs ))
{
MsgDev( D_AICONSOLE, "CL_LoadProgs: ^2initailized extended RenderAPI ^7ver. %i\n", CL_RENDER_INTERFACE_VERSION );
return true;
}
// make sure what render functions is cleared
Q_memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs ));
return false; // just tell user about problems
}
// render interface is missed
return true;
}